Bigger? I think it generates the map on huge, then shrink tiles until it fits the size.What does it look like on Huge?
Ok. Trying this right now. It's a bit dry to change settings in the lua file, but it allows for fine tuning. I've made a few changes so far for allowing longer rivers and reduce the amount of mountains (maybe too much), shorter snow areas, more marshes and fewer hills.I used to play Communitas but I've switched to Perfect World 3.
Correct. I'm using Really Advanced Setup to show the whole map at turn 0.I notice in many of y'all's screenshot the bonus tile is only wheat. Is it because the other bonus resources still hidden and waiting for the respective tech researched?
Ok. Trying this right now. It's a bit dry to change settings in the lua file, but it allows for fine tuning. I've made a few changes so far for allowing longer rivers and reduce the amount of mountains (maybe too much), shorter snow areas, more marshes and fewer hills.
What I haven't managed is producing some big lakes or ocean rifts. Maybe someone can help me with the settings?
Here's what I've got after several attempts.
Spoiler Perfect World 3 :
I can't remember all changes I did. Here's my current settings (edit PerfectWorld3.lua):Mind to share the file? I like perfectworld's separation of continents (clear cut between old world and new world), but sometimes mountain ranges make locations awfully unhospitable. And I love rivers too...
function MapConstants:New()
local mconst = {}
setmetatable(mconst, self)
self.__index = self
--Percent of land tiles on the map.
mconst.landPercent = 0.25
--Percent of dry land that is below the hill elevation deviance threshold.
mconst.hillsPercent = 0.65
--Percent of dry land that is below the mountain elevation deviance
--threshold.
mconst.mountainsPercent = 0.92
-- .
mconst.desertPercent = 0.36
--Coldest absolute temperature allowed to be desert, plains if colder.
mconst.desertMinTemperature = 0.39
--Percent of land that is below the plains rainfall threshold.
mconst.plainsPercent = 0.56
--Percent of land that is below the rainfall threshold where no trees
--can appear.
mconst.zeroTreesPercent = 0.30
--Coldest absolute temperature where trees appear.
mconst.treesMinTemperature = 0.27
--Percent of land below the jungle rainfall threshold.
mconst.junglePercent = 0.75
--Coldest absolute temperature allowed to be jungle, forest if colder.
mconst.jungleMinTemperature = 0.70
--Percent of land below the marsh rainfall threshold.
mconst.marshPercent = 0.90
--Absolute temperature below which is snow.
mconst.snowTemperature = 0.20
--Absolute temperature below which is tundra.
mconst.tundraTemperature = 0.30
--North and south ice latitude limits.
mconst.iceNorthLatitudeLimit = 60
mconst.iceSouthLatitudeLimit = -60
--North and south atoll latitude limits.
mconst.atollNorthLatitudeLimit = 20
mconst.atollSouthLatitudeLimit = -20
mconst.atollMinDeepWaterNeighbors = 4
--percent of river junctions that are large enough to become rivers.
mconst.riverPercent = 0.20
--This value is multiplied by each river step. Values greater than one favor
--watershed size. Values less than one favor actual rain amount.
mconst.riverRainCheatFactor = 1.8
--These attenuation factors lower the altitude of the map edges. This is
--currently used to prevent large continents in the uninhabitable polar
--regions. East/west attenuation is set to zero, but modded maps may
--have need for them.
mconst.northAttenuationFactor = 0.75
mconst.northAttenuationRange = 0.15 --percent of the map height.
mconst.southAttenuationFactor = 0.75
mconst.southAttenuationRange = 0.15
--east west attenuation may be desired for flat maps.
mconst.eastAttenuationFactor = 0.25
mconst.eastAttenuationRange = 0.08 --percent of the map width.
mconst.westAttenuationFactor = 0.25
mconst.westAttenuationRange = 0.08
--These set the water temperature compression that creates the land/sea
--seasonal temperature differences that cause monsoon winds.
mconst.minWaterTemp = 0.10
mconst.maxWaterTemp = 0.60
--Top and bottom map latitudes.
mconst.topLatitude = 70
mconst.bottomLatitude = -70
--Important latitude markers used for generating climate.
mconst.polarFrontLatitude = 60
mconst.tropicLatitudes = 23
mconst.horseLatitudes = 28 -- I shrunk these a bit to emphasize temperate lattitudes
--Strength of geostrophic climate generation versus monsoon climate
--generation.
mconst.geostrophicFactor = 3.0
mconst.geostrophicLateralWindStrength = 0.6
--Fill in any lakes smaller than this. It looks bad to have large
--river systems flowing into a tiny lake.
mconst.minOceanSize = 20
--Weight of the mountain elevation map versus the coastline elevation map.
mconst.mountainWeight = 0.5
--Crazy rain tweaking variables. I wouldn't touch these if I were you.
mconst.minimumRainCost = 0.0001
mconst.upLiftExponent = 4
mconst.polarRainBoost = 0.00
--default frequencies for map of width 128. Adjusting these frequences
--will generate larger or smaller map features.
mconst.twistMinFreq = 0.02
mconst.twistMaxFreq = 0.12
mconst.twistVar = 0.042
mconst.mountainFreq = 0.078
--mconst.useCivRands = true --not ready for this yet
In GUI options you may choose Pangea or Continents. If chosen Continents, the script creates a rift, then assign plates (10 plates + extra plates depending on map size), to the map. In case the plate hits the rift, it is 'sunk' and another plate is generated.Ooooo juicy.
Is it possible to have only two big landmasses? I want to compare with Communitas two continent settings.
--TODO: Add plate fusing as per BE script?
I've been digging inside the lua file of PlanetSimulator, and this lets you tune everything PerfectWorld3 does, and more. I've tweaked deserts and tundra generation to be reduced (default gives too much desert for my taste). I might tweak rivers too, but just wanted to show how it improves with a little change of constant numbers.
-------------------------------------------------------------------------------------------
--Terrain type constants
-------------------------------------------------------------------------------------------
mconst.desertPercent = 0.10 --Percent of land that is below the desert rainfall threshold.
mconst.desertMinTemperature = 0.35 --Coldest absolute temperature allowed to be desert, plains if colder.
mconst.plainsPercent = 0.50 --Percent of land that is below the plains rainfall threshold.
mconst.tundraTemperature = 0.31 --Absolute temperature below which is tundra.
mconst.snowTemperature = 0.26 --Absolute temperature below which is snow.
-------------------------------------------------------------------------------------------
Start reading the Lua file. There's a section in the beginning, with some deprecated constants. It then says the section where these constants are set now. Look for humidity and temperature, they give three options that you can select from the gui when starting a new game, you know, when you are allowed to select humid or arid planet. Well, browse to that section, you can set the percentage of desert tiles in your map for every option (I changed that just for standard, as I am still testing it). You can also set the percentage of marshes quite clearly.That is one nice looking map. Can you explain the changes you made to the Lua because you appear to have fixed my two primary issues with PlanetSimulator: too much desert and too little tundra. Half my starts seem to involve at least some desert and I can't remember the last time the Tundra Pantheon was picked in a game.
http://forums.civfanatics.com/attachment.php?attachmentid=407307&d=1461956938Where do I find Planet Simulator? Can't find anywhere!
http://forums.civfanatics.com/attachment.php?attachmentid=407307&d=1461956938
by LamilLerrand
https://github.com/supermerill/CIV5_Planet_Simulator
customized by Merill (fish spawns)
PerfectWorld3 has a piece of code that enlarges lakes, precisely for avoiding large rivers into small lakes. It sets a minimum number of lake tiles when a river goes into it. Planet Simulator inherits this code.Does any other map script have the "river flowing into lakes" feature of Communitas? I really like that feature; it makes lakes much more realistic.